// 获取攻击碰撞器:AttackCollider
this.attack_collider = GameObject.FindGameObjectWithTag("AttackCollider").GetComponent<AttackColliderControl>();
// 设置AttackCollider中的玩家对象为this
this.attack_collider.player = this;
// 获取剑的轨迹左和右，并调用它们的stopPlay方法。
this.kiseki_left = GameObject.FindGameObjectWithTag("FX_Kiseki_L").GetComponent<AnimatedTextureExtendedUV>();
this.kiseki_left.stopPlay();
this.kiseki_right = GameObject.FindGameObjectWithTag("FX_Kiseki_R").GetComponent<AnimatedTextureExtendedUV>();
this.kiseki_right.stopPlay();
// 获取打击和跑的粒子效果对象：FX_Hit和FX_Run
this.fx_hit = GameObject.FindGameObjectWithTag("FX_Hit").GetComponent<ParticleSystem>();
this.fx_run = GameObject.FindGameObjectWithTag("FX_Run").GetComponent<ParticleSystem>();
// 设置跑的初始速度为0
this.run_speed = 0.0f;
// 设置下一个游戏状态next_step为枚举run
this.next_step = STEP.RUN;
// 获取多种音乐对象，并将runSound循环播放。
this.attack_voice_audio = this.gameObject.AddComponent<AudioSource>();
this.sword_audio        = this.gameObject.AddComponent<AudioSource>();
this.miss_audio         = this.gameObject.AddComponent<AudioSource>();
this.run_audio         	= this.gameObject.AddComponent<AudioSource>();
this.run_audio.clip		= this.runSound;
this.run_audio.loop		= true;
this.run_audio.Play();